Differences Standard/Physical Renderer?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 30/11/2011 at 04:50, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   13 
    Platform:      Mac OSX  ; 
    Language(s) :     C++  ;

    ---------
    Hello again,

    I am just getting a user report about one of my shaders not working with the physical renderer, but rendering just fine with the standard renderer.
    I took a deeper look and it seems to narrow down to a simple IlluminateAnyPoint command:

      
    Vector CalcIllu3 (VolumeData *sd, LVector *p)   
    {   
         Bool nodif, nospec;   
         RayLight     *lp;   
         LONG          i;   
         Vector          col,sum=0.0;   
      
         for (i=sd->GetLightCount()-1; i>=0; i--)   
              {   
              lp = sd->GetLight(i);   
              nodif=false;   
              nospec=false;   
              if (lp->lr.object) CalcRestrictionInc (&lp-;>lr, sd->op, nodif, nospec);   
              if (sd->IlluminateAnyPoint (lp, &col;, NULL, *p, ILLUMINATEFLAGS_SHADOW, RAYBIT_CUSTOM) && !nodif) sum += col;   
              }   
         if (sum.x<0.0) sum.x=0.0;   
         if (sum.y<0.0) sum.y=0.0;   
         if (sum.z<0.0) sum.z=0.0;   
         return sum;   
    }   
    

    Any idea what has to be changed? This code is almost 1:1 taken from the SDK.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/12/2011 at 00:54, xxxxxxxx wrote:

    Hi,

    Could you send us your shader's source code at sdk_support@maxon.net ?

    Regards,



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 01/12/2011 at 10:26, xxxxxxxx wrote:

    Thank you very much, Yannick.
    I just mailed it to the given address.


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